Hyper Aggressive MOB snipped, developed by Allan Hangaard (aha@it.dk) Hyper aggressive MOBS, what's it good for, well I thought that it would be nice to have some MOBS who would jump basically anything that moves, though I extempted those protected from evil, this leads to hyper aggressive being a good flag for demons, and the like, perhape in conjunction with the unfinished gate spells let the cleric summon demons to attack his foes, however if he is not careful they might jump him instead, personally I wouldn't allow hyper aggressives to be charmed, but it's really up to you if you chose to use it. What this would result in: We will have some mobs, who will attack mobs and players alike indiscriminantly, summoning these mobs, would result in you being able to take your enemy down, but should the demon get the kill, no exp for you. How to do it: In Structs.h Add: #define MOB_HYPER_AGG (1 << 25) /* mob will attack anything not affected by protection from evil */ Note remember to get the right number here: In constants.c const char *action_bits[] = { Add: "HYPER_AGG", before: "\n" } in mobact.c rewrite Aggressive Mobs to: /* Aggressive Mobs */ if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_HYPER_AGG | MOB_AGGR_TO_ALIGN)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { if (!CAN_SEE(ch, vict) || (!IS_NOC(vict) && PRF_FLAGGED(vict, PRF_NOHASSLE))) continue; if(IS_NPC(vict) && !MOB_FLAGGED(ch, MOB_HYPER_AGG)) continue; if(MOB_FLAGGED(ch, MOB_HYPER_AGG)) { /* I am hyper aggressive, I'll attack anyone, even if I am wimpy */ if(vict == ch) /* I'll not attack me though */ continue; if(AFF_FLAGGED(vict, AFF_PROTECT_EVIL)) /* Nor people protected from my evil ways */ continue; hit(ch, vict, TYPE_UNDEFINED); found = TRUE; continue; } if(MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict)) continue; if (!MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict))) { hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } } } If you are using oasis OLC, remember to up the number of MOB_FLAGS in oasis.h That's it.